Thus far we've been unable to verify or reproduce this bug. Or, it has been observed but it cannot be triggered with a reliable test case. You can help us out by editing your report or adding a comment with more information.

Descriptive Problem Summary:
This one is tricky, because it doesn't happen that often. That said, it happens often enough where it becomes an almost daily issue for regular players.

This example works just fine every time and the image always shows up as expected:

I = image('Icon.dmi',src,"icon_state",layer=10)src << I

However, if you attempt to show a series of images in a loop, the first image that should have been displayed sometimes goes completely missing. All of the rest of the images show up normally. Example:

This also happens in loops where the images have already been previously created. For example, say a monster had an image stored in a variable called "stored_img" and I wanted to show it to all of the players in a list:

So for example, if I use a while() loop to draw a sentence of text onscreen character by character using images, the first letter of the sentence occasionally just doesn't show up.

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked?
This issue has been around for quite some time. It seems to affect all players on all different types of systems.

Workarounds:
Doubling up and "drawing" the first image twice solves the problem. Here is a workaround version of my example from above:

In that example, the first monster's image will occasionally go missing.

However, I just realized that the monster's stored_img var we're using is actually created in a while() loop that assigns a new image to each monster in a list, so it could still be a problem at creation. I'll do some more digging on that.

We already have my given workaround in place for every instance where we create images in a loop in the NEStalgia code, so I can't verify whether or not this happens in flash. I can remove those workarounds for the next flash compile if you'd like.

One thing we've never tested is whether or not the bug happens when we display the images by adding them to the client's image list(src.client.images += I) rather than the output operator. It's more convenient for us to use the << operator since we often need to output images to a group of players when displaying text.

That doesn't really fit, tenkuu; images are fundamentally different from screen objects, and the problem in that issue was a simple case of the screen object list not updating as it should. Images on the other hand should work as soon as they're received because they're displayed in a different manner.

I know that you guys are going to get back to fixing bugs in the coming weeks/months, so I just wanted to see if there is anything else that we can do to help pinpoint the source of this issue and get a fix if it's doable.

We'll do our best to fix it, but what would help most self-contained demo that illustrates the problem (even if it takes a while). Have you tested the snippet posted in the original report in its own demo? And if so, could you provide something for us to try?